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PostPosted: Fri Nov 25, 2022 12:43 am 
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Albertosaurus
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tatu wrote:
You can also just put "-1" to enable all experimental behaviours.

Ah, I didn't know about -1, it wasn't in the reference document. That sure is easier to remember than that 11 digit number or having to do the math to get to it.

tatu wrote:
The MaxActiveAi is quite funny. I don't have it set, but CE tends to activate 4-5 depending on area etc sometimes anyway :D

In the level I'm working on, the player can run into situations where 4 or more raptors are chasing them and prior to activating this feature only 3 would be active at a time, which is strange because in the level Labyrinth for example, there were times where 4-5 dinosaurs were active at a time, so it's not consistent.
If TMM allowed us to pick and chose individual behaviors and do the math for us, that would be cool too, but personally, just enabling all of them with one click is enough for me.


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PostPosted: Fri Nov 25, 2022 5:07 pm 
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-=TresCom Website Manager=-
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Nick3069 wrote:
tatu wrote:
You can also just put "-1" to enable all experimental behaviours.

Ah, I didn't know about -1, it wasn't in the reference document. That sure is easier to remember than that 11 digit number or having to do the math to get to it.


No clue why it is not in the documents. But Lee mentioned it in the topic. :)

Quote:
In the level I'm working on, the player can run into situations where 4 or more raptors are chasing them and prior to activating this feature only 3 would be active at a time, which is strange because in the level Labyrinth for example, there were times where 4-5 dinosaurs were active at a time, so it's not consistent.
If TMM allowed us to pick and chose individual behaviors and do the math for us, that would be cool too, but personally, just enabling all of them with one click is enough for me.


Yeah. I guess by setting the max active dinosaur will help when more are meant to be activated as well. And I guess it might help anyway to hard set it to avoid too many getting active too!

Totally! I've told Mike that is would be great if TMM over time becomes the INI editor as well. :)

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PostPosted: Tue Nov 29, 2022 12:39 am 
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Thanks for your feedback and suggestions, Nick and tatu. This will be very helpful when I add additional CE Options toggles in the future.

TMM v0.3.8 released which adds the following:
  • Install "TMM-certified" mods from directly within the app

TMM-certified mods are mods which meet Trespasser CE's standard directory structure and which are package in a zip file.

I'm creating a small library of TMM-certified mods here.

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PostPosted: Wed Nov 30, 2022 2:25 pm 
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As I said on Discord. This is a really neat feature. It will help in the future to create CE/TMM ready mods this way. :)

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PostPosted: Thu Dec 01, 2022 12:37 am 
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T-Rex
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Haven't chimed in on this, but I must say that TMM is getting better and better each time. I was having difficulty getting it to run Tres from tpassp6.exe, but now that you've added an .exe select it works. Saves me the hassle of having to keep switching mods manually! This really is a top-notch useful tool for playing with CE - tatu really ought to add a more visible link for the latest version somewhere on the main site so that casual users are more likely to find it. :)

Question: what exactly does the "UseRecommendedQuality" setting do? Does it read any .ini settings from the mod and override those of your trespasser.ini while the mod is active? If so this is very useful since CE only seems to read a handful of settings from a mod's .ini file normally. In particular CE needs to be able to at least get:

Code:
[General]
DisableSimpleLevelRestart=True
EnableDualStow=True

[DisplayDX9]
UseDX9=True
ScaleModeMenus=3

[Render]
ForceNoBlendTrans=False
ForceMaxObjectDetail=False

[Memory]
MeshHeapSize=48

[Game]
EnableAiActivityEx=-1
MaxActiveAi=8


From a mod's .ini file in order to ensure that levels look and run as intended. It should be up to the modder as to whether they want these settings to override the user's settings since some of these are critical to a level's functioning.

I would also like to suggest adding a function for automatic opening of a "readme.txt" file contained in the modfolder when installing a mod, as getting people to actually check a readme contained in a file they're not even going to be opening manually anymore seems unlikely without forcing it to open before they install. I feel that this is critical as there may be some important notes that a level's creators need to tell the usre before installing, as well as so that appropriate credits can be provided clearly and easily (perhaps a seperate "credits" file could be created? Maybe a "TMM.txt" file which displays specific text, like the level name, version, release date, author(s), and so on when installing the mod?). :)
Another feature I think might be handy (not especially necessary, but useful for authors/players) would be to have a small preview image available on the side in TMM when selecting a mod from the list, to provide a preview for players since it can get very confusing trying to remember which mod is which without a preview. Maybe this preview is also visible when installing from a .zip file? This hypothetical "preview.bmp" image could be contained within the modfolder for ease of use.

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Yeah. I guess by setting the max active dinosaur will help when more are meant to be activated as well. And I guess it might help anyway to hard set it to avoid too many getting active too!

Mods should come with that setting in their .ini file if required. I have no idea if CE actually reads that value from a mod's .ini, but regardless I always have it set to 7 in my .ini file (it's 8 in my mod .inis but I would always avoid having 8 AI active regardless in order to be safe - the extra one is available just in case). I've never played a level with more than 7 active at once, and after a lot of testing it seems 7 is the most the game can handle before things start bugging out (like physics turning off, some AI not waking up, etc). I have tested up to 9, which does work provided there aren't too many other objects around, but should also be considered "unsafe" as weird stuff can happen. If TMM adds the ability to change this value in the future, I have to suggest it be allowed to go up to 9, but any values above 7 should come with a warning.

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